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Doffs for Doofuses

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    OUTSTANDING Thread....you helped immensly....probly would not have figured this out without your hard work.

    The OP should get a Purple Doff when we go live for all the work he/she did on this thread...

    Thank you...:)

    its a game...have some fun
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    The cheapest price for Medical Supplies is on VULCAN, where they are 50 credits each (75 on the cargo ships). The cheapest price for Provisions (needed for military supply missions) is on ANDORIA (again, 50 credits apiece but 75 from the cargo ships).
    Thanks much for this tip; I used it tonight to slash my resuply inventory costs by 33%!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    As per requests in the doffjobs channel, I added a list of where to get cheap commodities (just quickied off of STOwiki), and also added mention about said channel.

    Also, I noticed that assignments are different per-instance whenever there's more than one of a zone (like ESD and Sirius usually have), so I tossed that in there.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I need help understanding the reset schedule. I'm PDT (Oregon). I went to the website, translated UTC into my time:
    00:00:00 Thursday October 6, 2011 in UTC converts to
    17:00:00 Wednesday October 5, 2011 in US/Pacific
    Daylight Saving Time is not in effect on this date/time in UTC
    Daylight Saving Time is in effect on this date/time in US/Pacific

    OK, so if sectors reset at 00:00 UTC (17:00 PDT, my time), and resets every 4 hours, then my reset schedule is as follows:
    Sector resets:
    1am, 5am, 9am, 1pm, 5pm, 9am
    Shipboard resets:
    12am, 4am, 8am, 12pm, 4pm, 8pm

    I was online at 12pm, watching my shipboard assignments. They were the same from 11:50-12:10. I refreshed, changed zones, etc. They did not change.

    I was online at 9am for my sector reset. Same thing.

    Help? What am I doing wrong?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Well, it's entirely possible Heezdedjim's estimate is just wrong, I haven't been able to catch the actual rollover either.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Blasphemy! Heez is *NEVAH* wrong! :D

    This is obviously my math issues :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    macallen wrote: »
    I need help understanding the reset schedule. I'm PDT (Oregon). I went to the website, translated UTC into my time:
    00:00:00 Thursday October 6, 2011 in UTC converts to
    17:00:00 Wednesday October 5, 2011 in US/Pacific
    Daylight Saving Time is not in effect on this date/time in UTC
    Daylight Saving Time is in effect on this date/time in US/Pacific

    OK, so if sectors reset at 00:00 UTC (17:00 PDT, my time), and resets every 4 hours, then my reset schedule is as follows:
    Sector resets:
    1am, 5am, 9am, 1pm, 5pm, 9am
    Shipboard resets:
    12am, 4am, 8am, 12pm, 4pm, 8pm

    I was online at 12pm, watching my shipboard assignments. They were the same from 11:50-12:10. I refreshed, changed zones, etc. They did not change.

    I was online at 9am for my sector reset. Same thing.

    Help? What am I doing wrong?
    I'm not certain about the shipboard resets, since they're unique to everyone. I think that mine are still happening consistently about 1h before the sector lists roll over though. The sector resets I've been seeing also seem to happen every four hours consistently; but I don't know that I have watched them change on the hour. Usually I just log in anytime between a couple minutes after the nominal rollover and an hour after it should have happened, and I always see new lists. I've also seen certain zone lists remain the same for at least two or three hours after the last estimated reset (but again, I don't typically watch them down to the last minute).

    For what it's worth, if you're in PDT, then your local time is the same as "server time," and the rollovers for you should be what Hevach added to the first page of this thread. (But I think you got the same numbers he did anyway). If your game client is set to display "server time" in the mini-map (which I gather is the default), try seeing if you get resets close to when Hevach listed going by your mini-map clock. (Apparently there is an option to change the mini-map between server time and local time; I don't remember changing this, but mine is always wall clock time, and I'm not in PDT).

    It's also possible that the rollovers aren't happening on exactly consistent intervals as we have assumed; or that they're not right on the hour.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    OK, I'll give it a try. I really want to lock this down, because I have a life and it takes an hour to hit all zones in a loop, I want to know when to do it.

    Thanks for all your help, all of you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    SUPERB work! Thank you!

    Also as for reset times - make sure that you are taking into account Daylight Savings, it may push PDT forward by one hour. This will change in November when we "fall back".
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Prices on Warp Coils and Terraforming Systems are the same at the Sirius cargo ships as they are on K7. The rest of the commodities list seems accurate as far as I've seen for getting the lowest prices.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    TerilynnS wrote: »
    SUPERB work! Thank you!

    Also as for reset times - make sure that you are taking into account Daylight Savings, it may push PDT forward by one hour. This will change in November when we "fall back".

    To help out with this, I changed the times back to UT and put in a link to a time converter. Apparently sometime since Cloaked Intentions they changed the UI clock from server time to local time, so either way people will have to adjust for their own time. Set the time zone, check DST as appropriate, and plug in a time to get the local.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Prices on Entertainment Provisions and Seismic Stabilizers are also the same at cargo ships as on Risa.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    hevach wrote: »
    To help out with this, I changed the times back to UT and put in a link to a time converter. Apparently sometime since Cloaked Intentions they changed the UI clock from server time to local time, so either way people will have to adjust for their own time. Set the time zone, check DST as appropriate, and plug in a time to get the local.
    I like http://timeanddate.com/worldclock/converter.html. It is smart enough to know whether DST is in effect in your zone or not (just pick UTC for the from time, and any city near you for the to time).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    If you run the Azura mission, the cargo ship you can call in with the Azura Personal Comm Code has cheaper med supplies, provisions, and shield gennies compared with your ship replicator (100 EC each). Not as cheap as stocking up on Vulcan / Andoria / ESD, but it will save you 1/3 on the cost if you need some extras in the middle of nowhere.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Verified commodities low price list (blank means cargo ships in Sirius / Regulus are as good as anywhere I've found).

    Medical Supplies, 50 (Vulcan)
    Provisions, 50 (Andoria)
    Shield Generators, 50 (ESD)
    Communications Arrays, 100 (Andoria)

    Antigens, 200 (Memory Alpha)
    Astrometric Probes, 200 (Memory Alpha)
    Industrial Energy Cells, 200 (Vulcan)
    Water Purification Systems, 200 (SB39)
    Weather Control Systems, 300 (Memory Alpha)

    Entertainment Provisions, 800
    Industrial Replicators, 400 (SB39)
    Seismic Stabilizers, 1,000
    Self-Sealing Stem Bolts, 800
    Terraforming Systems, 1,200
    Warp Coils, 800
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    cool story bro:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Thanks for this thread and the write up, clears up a few things I've been stuck on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I'm very glad to have discovered this thread. It's been a tremendous help.

    So any idea when we can look forward to this system going Live?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Alan_81 wrote: »
    I'm very glad to have discovered this thread. It's been a tremendous help.

    So any idea when we can look forward to this system going Live?

    With the f2p launch from the looks of things, so probably not until some time next month at best.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    hevach wrote: »
    With the f2p launch from the looks of things, so probably not until some time next month at best.

    Brilliant! Thanks for the fast response! :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Great Job!!

    Cryptic you could take a lessonn from this. So much of this game is un-documented (for example what do all those symbols mean that appear over your ship when in space battles?).

    It would be great if Cryptic could put together a simple READ ME file for stuff like this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Here is my question; when I get someone in sickbay after completing the mission, how do I know whether the mission was a success or failure. Unfortunately, I did not remember which mission the Doff was on, but I don't remember any notices saying Mission Failure. There needs to be a log for letting us know the outcome of missions, and the reason for a failure/disaster result.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    sentinel64 wrote:
    Here is my question; when I get someone in sickbay after completing the mission, how do I know whether the mission was a success or failure. Unfortunately, I did not remember which mission the Doff was on, but I don't remember any notices saying Mission Failure. There needs to be a log for letting us know the outcome of missions, and the reason for a failure/disaster result.
    Heretic said there is a big rework on the UI in the pipeline that should help fix many of the missing / mystery assignment issues. For now, you can try checking your chat logs; many DOFF messages get logged to the System channel I think.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    MrWinkie wrote: »
    Great Job!!

    Cryptic you could take a lessonn from this. So much of this game is un-documented (for example what do all those symbols mean that appear over your ship when in space battles?).

    It would be great if Cryptic could put together a simple READ ME file for stuff like this.

    I think those are the icons for the buff/debuffs that are applied to your ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Heretic wrote:
    Awesome writeup.

    BTW, we're actually looking into shifting to a plan where you get more active roster slots based on an aggregation of commendation tiers rather than just level.

    The number of level-gated assignments is also relatively small, and they actually shouldn't show up at all if you aren't high enough yet, so I'll check into that and see if I can replicate it.


    Lil problem with that there is, there arn't many skills suitable for like Escort/Tactical Captains. I really wouldn't enjoy stacking Projectile weapons and Emergency Power Doffs as they are already limited.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    i get the feeeling after reading feed back on this system that the name 'duty officer system' doesnt do the entire system justice. its pretty expansive and awesome feature wise.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    sentinel64 wrote:
    Here is my question; when I get someone in sickbay after completing the mission, how do I know whether the mission was a success or failure. Unfortunately, I did not remember which mission the Doff was on, but I don't remember any notices saying Mission Failure. There needs to be a log for letting us know the outcome of missions, and the reason for a failure/disaster result.

    If the DOFF ended up in sickbay, then it was almost certainly a failure, though a few high-difficulty missions have a chance of injury even on success.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    ChibiClari wrote: »
    If the DOFF ended up in sickbay, then it was almost certainly a failure, though a few high-difficulty missions have a chance of injury even on success.
    Also, successes always seem to show up in the complete tab; only fails go into a black hole. So if you don't know what happened to it, you can be fairly certain it failed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I don't have anything enlightening to say but I had to give props to this guide and to those involved in the Doff system (I'm looking in your direction Heretic).

    Taking a look at this information really helped to get me started and I've really been enjoying the system. It is the first thing to really compel me to jump in and check out what is going on. Seems like exactly what was hoped the Doff system would accomplish.

    It has really created a well rounded experience for me; I may not always feel like doing a mission or jumping in a fleet action and this bit of micro management is exatly the type of thing I enjoy as a little extra something to do when I have only a few minutes.

    I know you have a few changes in mind, and it could use just a bit of touching up, but as a first attempt in beta?

    Well done!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Just wanted to add this here:

    As you do more and more Doff missions, you eventually start getting free Doffs from Lt Ferra, who can be found at SFA. I came up against a bug where if you have 5/5 Doffs in either Space or Ground, you're unable to "buy" your Doff from her. "Not enough room," or some ridiculousness. Just clear up a slot by sending one back into the reserves, and viola, you can buy the Doff again!
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